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Trowzers

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Everything posted by Trowzers

  1. I'd love the idea of water lillies. They are a food source for indigenous people here. You don't need to cook them though, you can eat just about any part of them raw. Similar to lotus roots too. And they look very beautiful! Overall I like the idea of more foragable foods, so you don't have to just eat berries and reeds at the start, particularly if there were greens that counted a little towards vegetable totals.
  2. I find you just have to choose your starting base location very carefully. Too close to wolves and you're going to be continuously hassled, but they are not that hard to run away from or that annoying as long as you're not camped right near the forest. I have done huge runs through the thickest forest, camping up trees at night (just throw a few ladders up the trunk), and not been bitten once and didn't have any armor. And I personally enjoy that they are so scary. If they are a bother though, you can adjust the settings in the config file to amend HP and health and such. But as much as I'm normally a wuss in games, I loved the scary wolves and enjoyed very much getting high enough in the tech tree to turn the tables.
  3. This is really interesting, especially having grown up with a cast iron stove as our main source of cooking/hot water until the age of 16, and it looked pretty similar to that one, except coated in white enamel. I could recreate my childhood kitchen, haha! I'm not sure how often I'd actually use the grill, as by the time you have that metal you're usually not wanting to cook individual pieces of meat and can make portable crock pots. I guess it would be useful if you were doing very long distance exploring/foraging on the way.
  4. Not if you're inside/underground, or have your base next to a honking great big sandstone/bauxite column where you can't see the sun for most of the day unless you jog a few hills away. But yeah, it's much easier to keep track if you can play through a whole day at a time, but I'm frequently interrupted when playing (and in the middle of moving house) so it's far more practical to be able to glance in the top corner and go, 'Oh yeah, I'm halfway through exploring this cave and I've got a few hours to finish and get home before I freeze to death because the leather for my coat is still curing."
  5. Seconding that although I only just started recently, I find this mode a big quality of life improvement for playing the game. I play in short bursts a lot so it's great to not have to keep checking the C panel to remember what time of day it was when I left off etc. I kind of find myself not wanting to play now haha, especially as I'm playing through my very first winter and it'd be so easy to freeze to death or get stuck out in the dark without the reminder of the time of day.
  6. It is pretty weird that we can carry around hundreds of rocks but can't pick up a pie tho haha. I understand our etiquette prevents us from smashing our face into the pie and eating directly from the tin, but it's a bit strange that we keep superglueing them to blocks
  7. Right, now that you say that, that makes sense. But if you don't know that, or read the wiki, or connect it in your head with real life knapping (which most people have never done or seen done), it looks like a bug. There needs to be some sort of prompt when you try to knap without another stone that you need to hold another stone in your hand to knap (having one in your inventory space isn't enough). Yes, there seems to be a few things that only work with certain keyboard shortcuts where instructions on what key to use don't appear anywhere in game (like the ladders!) where people might get stuck. I've yet to find any bees so haven't found that one. Anyway, thanks for pointing that out. All the things on the list I did work out by reading the wiki, just didn't connect the dots there. I used to play Dwarf Fortress quite a lot so I'm used to learning curves and wiki dives, but this game seems straightforward enough that most information could end up in prompts or in the handbook to keep things streamlined for new players, so that's why I thought I'd list my sticking points at the start.
  8. I would love more animal and monster types, but only with particular objectives in mind: to add atmosphere to add resources to add challenge What I would not like to see - exploding monsters like that other block game, too derivative and too boring. any more masses of not very smart monsters that can appear all over based on something like light levels (drifters are enough and any more is too much like other block game) animals that don't exhibit normal animal behaviours (like cows that don't try to murder you if you punch them) What I would like to see - More smart natural animals like wolves (wolves are frankly lovely and terrifying and make us all remember why our ancestors were scared of the woods). Lions would be fantastic. Or bison, in their appropriate zones. Or just more types of the more passive mobs (such as the addition of gazelles recently). Pretty sure this will happen anyway, just adding my thumbs up to the idea. Birds - these are pretty much purely for atmosphere, but butterflies add so much already. Birds would be amazing even if we can't really interact with them. Make the different zones sound and feel entirely different. Owls at night hunting rabbits. Hovering hawks. Songbirds. Hummingbirds in your flower gardens. Rarer, strong monsters with interesting and unique behaviours, in discrete spaces so you pretty much have to pick the fight with them, eg of the kind of thing i mean - a large individual monster that lives in larger lava lakes in lower levels, but also have a desirable resource in that area a large individual monster that has a rare chance of spawning at the location of a rift during the daylight on Very High or Apocalyptic days. Stays near rift point unless attacked or you get really close to it. Drops something useful like parts for translocator. Could even be a few types of these. Let's have people looking over their shoulder even in the sunlight on those high rift days XD Enemy humanoid parties that stay near their campsites (kind of the enemy equivalent of traders), have different skills (melee, ranged), have something neat like lore, treasure, maps to translocator locations I'd kind of like it if the more elaborate ruins both underground or on the surface had chanced of having 'smart' drifters in them, like humans who didn't quite turn all the way but are still hostile, that still exhibit some behaviours, like maybe using weapons/bombs, and if killed drop clothing, lore or other remnants of previous society. If there are weaker but more numerous mobs, have them spawn near nests or discrete locations that can be cleared out, for example - Maybe have a chance for weaker locusts to spawn on the surface in nest mounds, but have them stay near the nest/forage near it like ants/protect the nest and come rushing in from nearby if nest blocks start being broken. Nest materials provide a good resource (maybe the locusts extract metals to make their nests - also, would be neat if the spawn blocks didn't look like spawners from other block game but more a built up metallic paper wasps nest style, building up to cover blocks. Each nest block has a chance to spawn a locust over time. When broken, has a loot table that drops variety of nuggets or metal objects scavenged by the locusts).
  9. Hi, I started playing a month ago, and while Kurazarrh's series got me smoothly through most of the early game, I did write a few notes as I went a long that I thought would be worth putting down here. Note, I was using the last stable release (1.16.5). A lot of this is just stuff I couldn't find in the handbook that would be a good addition to save people getting stuck/having to google or wasting resources trying to work it out. login email case sensitive (got stuck logging in until I figured this out, as my browser was adding a capital) Maybe it shouldn't be case sensitive if people are using an email to log in? Game mode configuration settings very confusing if you've never played before but some settings that increase the difficulty/cut out aspects of the game (such as prospecting pick and exclusive recipes) it's debatable whether they should be turned off by default as I see that being confusing. A way to save new game configuration settings so we don't have to tick everything every time we start a new world how to get food from crock? how much do crocks hold? (ie how much do I need to cook to fill one) how many copper nuggets do I need? How many in an ingot/tool/anvil? Conversion table for alloys? (this would be okay even on a wiki if not in the handbook, it'd just be great to have it all on one page) How do I go down ladders? (this wasn't in keyboard configuration, IIRC, as it's the same as crouch, so I had to google it) Map colour picker (I see that's in the new update - yay!) How to change modes for the prospecting pick? (Eventually figured is was F just like clay and anvil, but still got stuck at first) Animals won't eat parsnip but I can still put it in a trough? (fussy pigs!) If I place a single flint from my inventory on the ground to knap it, it bugs out and I can't knap it, but if I place one flint from a pile of flint (two or more), it doesn't bug. This is the only real bug I experienced, and I couldn't find it in the bug tracker, but I haven't tested disabling all my mods to see if they contributed to this. But maybe worth testing for anybody using the new test release to see if that still happens? It's probably only something you'll ever do in the very early game. Anyway, I hope that's some helpful feedback that will help make the game more intuitive and self-contained. There was actually a lot more I didn't note down that I probably should have that would be useful additions to the handbook (eg when I was mining borax, it was not until I was standing at the block with my copper pickaxe that I realised I couldn't mine it as the handbook did not say what tier tool was required, just some missing steps like that). I'll try to keep taking more notes! I'm only up to tin-bronze so a way to go yet. Cheers, Trowzers.
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